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<TITLE>Panzer Combat II : Computer-assisted or Card-played World War II Wargame</TITLE>
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<P ALIGN="CENTER">PANZER COMBAT II</P>
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<P ALIGN="CENTER"><A HREF="http://sourceforge.net/projects/panzercombat/">Computer-assisted</A> or <A href="CombatCardCreator.htm">Card-played</A></P>
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<P ALIGN="CENTER">World War II Wargame</P>
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<P ALIGN="CENTER">by Wittmann M. G.</P>
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<A HREF="mailto:wittmannmg@yahoo.com?subject=feedback Panzer Combat II&body=I am having trouble with ... The following could be improved ...">
<FONT SIZE=4 COLOR="#ffffff">wittmannmg@yahoo.com
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<P ALIGN="CENTER">Copyright &copy; 2005, 2006, 2007</P>
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<A href="gallery.htm">
<IMG SRC="cards-laser-dice-measure-tape.gif" height=243 alt="enter gallery here" onMouseOver="mouseOver(this,1);" onMouseOut="mouseOut(this,1);">
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<P><B>Introduction</B></P>
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<P ALIGN="JUSTIFY">Panzer Combat II is a miniature wargame of World War II ground combat. The game is suitable for all <a href="wargame-scales.jpg" target=_blank>scales</a> as distances are expressed in distance units. A distance unit corresponds to the length of a medium tank like the <a href="sherman.jpg" target=_blank>Sherman tank</a>, or 5 meters in real world. In 1:48 scale, which recently found renewed interest from manufactures like <a href="http://www.tamiyausa.com/product/category.php?sub-id=10500" target=_blank>Tamiya</a><SUP>tm</SUP> and <a href="http://www.phpshopxml.com/quakit.shop" target=_blank>Gaso.line</a><SUP>tm</SUP>, a distance unit roughly corresponds to 10 cm. A wooded and hilly gaming terrain of 2 meters or more is required at this scale. The gaming terrain can be as simple as a piece of carpet with some books under it and stones on it to simulate hills and rocks. Add miniature houses, trees and painted rivers in order to improve gaming experience.</P>
<P ALIGN="JUSTIFY">&nbsp;</P>
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<P><B>Prepare for Battle</B></P>
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<P ALIGN="JUSTIFY">Both players chose a country (Germany or US) and scale models to build up their country. The name and the <a href="unitTable.htm" target=_blank>combat data</a> of the unit are written on playing cards. You can also create the fronts of your <a href="cards.jpg" target=_blank>combat cards</a> with the <a href="CombatCardCreator.htm">Combat Card Creator</a> and glue them on playing cards. There are 4 combat data:</P>
<OL>
<LI>Move Range: maximum distance the unit can move</LI>
<LI>Anti-Personnel Fire Range: fire range for attacking infantry and unarmoured vehicles</LI>
<LI>Anti-Tank Fire Range: fire range for attacking armoured vehicles</LI>
<LI>Defend Value: protection value when hit by enemy fire</LI>
</OL>

<P ALIGN="JUSTIFY">Each player then places his units at one side of the gaming terrain and the battle can start.</P>
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<IMG alt="enter gallery here" SRC="tiger-in-line-of-sight-of-sherman.gif" WIDTH=400 HEIGHT=312 onMouseOver="mouseOver(this,2);" onMouseOut="mouseOut(this,2);">
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<P ALIGN="CENTER"><I>One of the defending Tigers is in the line of sight of a Sherman.</I></P>
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<P ALIGN="JUSTIFY"><B>Playing the Game</B></P>
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Each turn alternatively one player shuffles the deck of cards and the opponent draws a unit. The owner of the unit should decide between the following actions :
<OL>
<LI> Move : in any direction not further than the move range (in order to attack or to hide)</LI>
<LI> Fire : on an enemy unit in line of sight</LI>
<LI> Move and fire : move not further than half the move range and fire afterwards with a range penalty equal to the full move range</LI>
<LI> Defend : increases the defend value of the unit with one until the unit moves (up to 3 additional defend points can be cumulated)</LI>
</OL>
Use a tape graduated in distance units to measure move and fire ranges. The terrain type limits the movement of particular troups. For example, infantry and amphibian vehicles don't require a bridge to cross a river, but other vehicles do.
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When firing, a laser beam is used to determine if the target unit is <a href="Image18.gif" target=_blank>in the line of sight of the attacking unit</a>. The attacker then rolls a 6-sided dice while the opponent searches for the defending unit in the deck of cards. The effective fire range is the fire range of the attacking unit (anti-personnel or anti-tank depending on the target) minus the defend value of the target, plus the dice result. If the target is <a href="wargame-effective-range.jpg" target=_blank>within effective range</a>, it is destroyed. A piece of <a href="wargame-burning-sherman.jpg" target=_blank>cotton</a> simulates the smoke plume of the burning unit and its card is removed from the deck.
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<P>Victory is obtained when all enemy units are destroyed or when the opponent surrenders.</P>
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<B>Create Combat Cards</B>
<IMG SRC="flag.gif" height=15>
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<FONT COLOR="#ffffff">Create and print combat cards with the </FONT>
<A HREF="CombatCardCreator.htm">
<FONT COLOR="#c0c0c0">Combat Card Creator.</FONT>
</A>
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<P>&nbsp;</P>

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<P>
<B>Play Computer Assisted</B>
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<FONT COLOR="#ffffff">Play the game computer assisted with the </FONT>
<A HREF="http://sourceforge.net/projects/panzercombat/">
<FONT COLOR="#c0c0c0">Panzer Combat II</FONT>
</A>
<FONT COLOR="#ffffff"> voice-enabled Java program.</FONT>
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<A href="http://sourceforge.net/projects/panzercombat/">
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<IMG alt="Panzer Combat II computer assisted wargame" SRC="computer-assisted-wargame.jpg" HEIGHT=300">
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<P><B>View the Gallery</B>
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<P>View pictures of games in progress : 
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<A HREF="gallery.htm">
<FONT COLOR="#c0c0c0">enter gallery here</FONT>
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